Learning the Ropes and Curve Insert Meshes

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In Chapter 1, we begin with a Cylinder and transform it into a small rope segment that we use to create our custom curve brush. We explore a range of new features including weld points and curve res that are now available in the new ZBrush 4R4 package.

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Chapter 02 ~ Inflate & Twist

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In Chapter 2, we use a Cylinder as a base mesh to create our rope. We use the Initialize dropdown to get our overall length, then the Column button (inside Masking) in conjunction with the inflate and twist function to get the overall shape.

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Chapter 03 ~ Tie the Knot

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In Chapter 3, we use a Helix as a base mesh to create our knot. We use the Initialize dropdown and adjust the profile parameters to achieve our overall shape. Again we use Masking in conjunction with the inflate and twist function to get the final result.

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Chapter 04 ~ Loop the Knot

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In Chapter 4, we again use the Helix but this time to create our noose. We use the Initialize dropdown and adjust the settings to achieve our overall shape and once again use Masking in conjunction with the inflate and twist function to get the final result.

In this 4 chapter tutorial we cover both the old school methods used in earlier versions of Zbrush as well as the new Zbrush 4R4. We look at a new method of creating rope through the use of a custom curve brush that is easier to use and a far more reliable method of achieving the end result.

In the introduction, we look at the overall scope of this 4 chapter tutorial and briefly examine some of the topics that will be covered including the main differences between creating rope the old school way compared to utilising the new features found inside Zbrush 4R4.

One Response to Learning the Ropes and Curve Insert Meshes

Lots of little hiccups with 4r7. Here are two of them:
– Select Lasso polyloop does not pick up the top polygon as it does in your video 1
– The masking menu does not have the extra options for raw cylinder objects as shown in video 2

Good question, much is happening behind the scenes with the new site design including an upload portal for users.
Unfortunately for the time being you will need to send me a download link via email of your content.

Id like to start off by saying great tutorial! It is very interesting and there are many uses I have in mind for it. I have a problem though. When I use just the center segment it works fine. Weld and increase Curve Res. However, when I use the end segments, it is as if I do not have any Curve Res applied. Every segment is effected, not just the end caps. I have started over and followed the tutorial step by step 4 times in its entirety. I’m pretty sure I have it memorized by now. I am somewhat new to this and am hoping to use this feature in my creations. Any help would be greatly appreciated! I’m sure the fault is mine. The tutorials here seem better than any other site I’ve seen. Keep it up!

Sorry for the late reply, this comment must of slipping through my fingers.
Hmmm… this is strange, can you send me the brush you’ve made and also a screenshot of what you’re getting on your end.
Just email me a download link via the “Contact Us” page on the website.

I use KeyShot! I set the background to grey and apply keyshot’s human skin material to the model. I adjust the colour, let it render and the rest is done in Photoshop (Adding a vignette, adjusting levels, etc). Hope this helps

I’m not sure what your workflow is so I don’t know if this advice would help but I would recommend you try creating the belt and bow first. Once you’re happy with the bow I would then create the knot on a separate layer… Also try to keep the knot simple, similar to the knot on my laces brush http://www.badking.com.au/site/shop/clothing-attire/laces-brush/ Hope this helps

hey man as u said it would be hard, it was a little frustrating, but i got the desired result! and i got to learn 3 new techniques. u guys should have a tagline “only good can happen by visiting BADKING”. from the awesome creation kits to tutorials to the speedy solutions to our problems, u guys are the best!
thanks a ton.

Thanks so much for all your great tutorials. I was curious how you were able to come up with this approach for making the rope. Can you elaborate on that because it obviously shows you have a deep grasp of ZBrush and I just wonder what your approach is when trying to create objects like this in ZBrush. Just awesome though and I really thank you so much for your generosity with the brushes,alphas and tutorials. You are a very good BadKing

The truth is I don’t really have a set approach except for imagining the end result I want within ZBrush and then reverse engineering the steps I need to get there. Alot of it is trial and error and experimenting. I know my answer may sound a little vague but I hope it kind of answers your question….thanks for the comments and support

Thanks so much for the wonderfull tutorials. Regarding the rope tutorial. How would you go about creating a low poly version from the curve brush? As seen in your rope tut. Would you need to decimated or use Qremesher. Basicly you just want a tube thing (cylinder 8a10 segments) then UV master to get out the UV’s. So I can bake out my texture maps. Just wondering how you would approach this. Look forward to more tutorials.

1.) First use something like the CurveTube brush to get the shape of the rope.
2.) Then jump into UV master and create your UVs.
3.) Apply your UVs to your original rope.
4.) Subdivide your rope as many time as you need.
5.) Go to Surface then hit the Noise button and turn on UV inside NoiseMaker.
6.) Set your Strength to something like -0.005 or 0.005
(so it’s easier to see the noise later).
7.) Go to NoisePlug and find or make a pattern that resembles a rope.
8.) Maybe use something like ‘Stripes’ to start with, remember you can use your common controls to adjust the rotation to something like a 45 degree angle.
9.) Make sure you have clean UVs and try to line up the pattern as best as you can so it’s harder to see the UV seams.
10.) Hit OK and readjust your noise strength.
11.) Hit OK again and Apply to Mesh.

I haven’t tried this myself but it could be one possible way to approach your problem.

I have viewed many tutorials, but I must say your tips disclose all the hidden secrets of creating complex objects with ease.
I respect your hard work and thanks a ton for share your knowledge.
I will follow your website whenever I get time. I feel lucky that I have reach this wonderful website.
All the Best

Leave a Reply

In this 4 chapter tutorial we cover both the old school methods used in earlier versions of Zbrush as well as the new Zbrush 4R4. We look at a new method of creating rope through the use of a custom curve brush that is easier to use and a far more reliable method of achieving the end result.

In the introduction, we look at the overall scope of this 4 chapter tutorial and briefly examine some of the topics that will be covered including the main differences between creating rope the old school way compared to utilising the new features found inside Zbrush 4R4.

One Response to Learning the Ropes and Curve Insert Meshes

Lots of little hiccups with 4r7. Here are two of them:
– Select Lasso polyloop does not pick up the top polygon as it does in your video 1
– The masking menu does not have the extra options for raw cylinder objects as shown in video 2

Good question, much is happening behind the scenes with the new site design including an upload portal for users.
Unfortunately for the time being you will need to send me a download link via email of your content.

Id like to start off by saying great tutorial! It is very interesting and there are many uses I have in mind for it. I have a problem though. When I use just the center segment it works fine. Weld and increase Curve Res. However, when I use the end segments, it is as if I do not have any Curve Res applied. Every segment is effected, not just the end caps. I have started over and followed the tutorial step by step 4 times in its entirety. I’m pretty sure I have it memorized by now. I am somewhat new to this and am hoping to use this feature in my creations. Any help would be greatly appreciated! I’m sure the fault is mine. The tutorials here seem better than any other site I’ve seen. Keep it up!

Sorry for the late reply, this comment must of slipping through my fingers.
Hmmm… this is strange, can you send me the brush you’ve made and also a screenshot of what you’re getting on your end.
Just email me a download link via the “Contact Us” page on the website.

I use KeyShot! I set the background to grey and apply keyshot’s human skin material to the model. I adjust the colour, let it render and the rest is done in Photoshop (Adding a vignette, adjusting levels, etc). Hope this helps

I’m not sure what your workflow is so I don’t know if this advice would help but I would recommend you try creating the belt and bow first. Once you’re happy with the bow I would then create the knot on a separate layer… Also try to keep the knot simple, similar to the knot on my laces brush http://www.badking.com.au/site/shop/clothing-attire/laces-brush/ Hope this helps

hey man as u said it would be hard, it was a little frustrating, but i got the desired result! and i got to learn 3 new techniques. u guys should have a tagline “only good can happen by visiting BADKING”. from the awesome creation kits to tutorials to the speedy solutions to our problems, u guys are the best!
thanks a ton.

Thanks so much for all your great tutorials. I was curious how you were able to come up with this approach for making the rope. Can you elaborate on that because it obviously shows you have a deep grasp of ZBrush and I just wonder what your approach is when trying to create objects like this in ZBrush. Just awesome though and I really thank you so much for your generosity with the brushes,alphas and tutorials. You are a very good BadKing

The truth is I don’t really have a set approach except for imagining the end result I want within ZBrush and then reverse engineering the steps I need to get there. Alot of it is trial and error and experimenting. I know my answer may sound a little vague but I hope it kind of answers your question….thanks for the comments and support

Thanks so much for the wonderfull tutorials. Regarding the rope tutorial. How would you go about creating a low poly version from the curve brush? As seen in your rope tut. Would you need to decimated or use Qremesher. Basicly you just want a tube thing (cylinder 8a10 segments) then UV master to get out the UV’s. So I can bake out my texture maps. Just wondering how you would approach this. Look forward to more tutorials.

1.) First use something like the CurveTube brush to get the shape of the rope.
2.) Then jump into UV master and create your UVs.
3.) Apply your UVs to your original rope.
4.) Subdivide your rope as many time as you need.
5.) Go to Surface then hit the Noise button and turn on UV inside NoiseMaker.
6.) Set your Strength to something like -0.005 or 0.005
(so it’s easier to see the noise later).
7.) Go to NoisePlug and find or make a pattern that resembles a rope.
8.) Maybe use something like ‘Stripes’ to start with, remember you can use your common controls to adjust the rotation to something like a 45 degree angle.
9.) Make sure you have clean UVs and try to line up the pattern as best as you can so it’s harder to see the UV seams.
10.) Hit OK and readjust your noise strength.
11.) Hit OK again and Apply to Mesh.

I haven’t tried this myself but it could be one possible way to approach your problem.

I have viewed many tutorials, but I must say your tips disclose all the hidden secrets of creating complex objects with ease.
I respect your hard work and thanks a ton for share your knowledge.
I will follow your website whenever I get time. I feel lucky that I have reach this wonderful website.
All the Best